extends Panel var fps := 6.0 var animation_loop := 1 # 0 is no loop, 1 is cycle loop, 2 is ping-pong loop var animation_forward := true var first_frame := 0 var last_frame := 0 var timeline_scroll : ScrollContainer var tag_scroll_container : ScrollContainer func _ready() -> void: last_frame = Global.current_project.frames.size() - 1 timeline_scroll = Global.find_node_by_name(self, "TimelineScroll") tag_scroll_container = Global.find_node_by_name(self, "TagScroll") timeline_scroll.get_h_scrollbar().connect("value_changed", self, "_h_scroll_changed") Global.animation_timer.wait_time = 1 / fps func _h_scroll_changed(value : float) -> void: # Let the main timeline ScrollContainer affect the tag ScrollContainer too tag_scroll_container.get_child(0).rect_min_size.x = timeline_scroll.get_child(0).rect_size.x - 212 tag_scroll_container.scroll_horizontal = value func add_frame() -> void: var frame : Frame = Global.canvas.new_empty_frame() var new_frames : Array = Global.current_project.frames.duplicate() new_frames.append(frame) var new_layers : Array = Global.current_project.layers.duplicate() # Loop through the array to create new classes for each element, so that they # won't be the same as the original array's classes. Needed for undo/redo to work properly. for i in new_layers.size(): var new_linked_cels = new_layers[i].linked_cels.duplicate() new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels) for l_i in range(new_layers.size()): if new_layers[l_i].new_cels_linked: # If the link button is pressed new_layers[l_i].linked_cels.append(frame) frame.cels[l_i].image = new_layers[l_i].linked_cels[0].cels[l_i].image frame.cels[l_i].image_texture = new_layers[l_i].linked_cels[0].cels[l_i].image_texture Global.current_project.undos += 1 Global.current_project.undo_redo.create_action("Add Frame") Global.current_project.undo_redo.add_do_method(Global, "redo") Global.current_project.undo_redo.add_undo_method(Global, "undo") Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames) Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", new_frames.size() - 1) Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames) Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame) Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers) Global.current_project.undo_redo.commit_action() func _on_DeleteFrame_pressed(frame := -1) -> void: if Global.current_project.frames.size() == 1: return if frame == -1: frame = Global.current_project.current_frame var frame_to_delete : Frame = Global.current_project.frames[frame] var new_frames : Array = Global.current_project.frames.duplicate() new_frames.erase(frame_to_delete) var current_frame := Global.current_project.current_frame if current_frame > 0 && current_frame == new_frames.size(): # If it's the last frame current_frame -= 1 var new_animation_tags := Global.current_project.animation_tags.duplicate() # Loop through the tags to create new classes for them, so that they won't be the same # as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly. for i in new_animation_tags.size(): new_animation_tags[i] = AnimationTag.new(new_animation_tags[i].name, new_animation_tags[i].color, new_animation_tags[i].from, new_animation_tags[i].to) # Loop through the tags to see if the frame is in one for tag in new_animation_tags: if frame + 1 >= tag.from && frame + 1 <= tag.to: if tag.from == tag.to: # If we're deleting the only frame in the tag new_animation_tags.erase(tag) else: tag.to -= 1 elif frame + 1 < tag.from: tag.from -= 1 tag.to -= 1 # Check if one of the cels of the frame is linked # if they are, unlink them too # this prevents removed cels being kept in linked memory var new_layers : Array = Global.current_project.layers.duplicate() # Loop through the array to create new classes for each element, so that they # won't be the same as the original array's classes. Needed for undo/redo to work properly. for i in new_layers.size(): var new_linked_cels = new_layers[i].linked_cels.duplicate() new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels) for layer in new_layers: for linked in layer.linked_cels: if linked == Global.current_project.frames[frame]: layer.linked_cels.erase(linked) Global.current_project.undos += 1 Global.current_project.undo_redo.create_action("Remove Frame") Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames) Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", current_frame) Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags) Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames) Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", Global.current_project.current_frame) Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags) Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers) Global.current_project.undo_redo.add_do_method(Global, "redo") Global.current_project.undo_redo.add_undo_method(Global, "undo") Global.current_project.undo_redo.commit_action() func _on_CopyFrame_pressed(frame := -1) -> void: if frame == -1: frame = Global.current_project.current_frame var new_frame := Frame.new() var new_frames := Global.current_project.frames.duplicate() new_frames.insert(frame + 1, new_frame) for cel in Global.current_project.frames[frame].cels: # Copy every cel var sprite := Image.new() sprite.copy_from(cel.image) sprite.lock() new_frame.cels.append(Cel.new(sprite, cel.opacity)) var new_animation_tags := Global.current_project.animation_tags.duplicate() # Loop through the tags to create new classes for them, so that they won't be the same # as Global.current_project.animation_tags's classes. Needed for undo/redo to work properly. for i in new_animation_tags.size(): new_animation_tags[i] = AnimationTag.new(new_animation_tags[i].name, new_animation_tags[i].color, new_animation_tags[i].from, new_animation_tags[i].to) # Loop through the tags to see if the frame is in one for tag in new_animation_tags: if frame + 1 >= tag.from && frame + 1 <= tag.to: tag.to += 1 Global.current_project.undos += 1 Global.current_project.undo_redo.create_action("Add Frame") Global.current_project.undo_redo.add_do_method(Global, "redo") Global.current_project.undo_redo.add_undo_method(Global, "undo") Global.current_project.undo_redo.add_do_property(Global.current_project, "frames", new_frames) Global.current_project.undo_redo.add_do_property(Global.current_project, "current_frame", frame + 1) Global.current_project.undo_redo.add_do_property(Global.current_project, "animation_tags", new_animation_tags) for i in range(Global.current_project.layers.size()): for child in Global.current_project.layers[i].frame_container.get_children(): Global.current_project.undo_redo.add_do_property(child, "pressed", false) Global.current_project.undo_redo.add_undo_property(child, "pressed", child.pressed) Global.current_project.undo_redo.add_undo_property(Global.current_project, "frames", Global.current_project.frames) Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_frame", frame) Global.current_project.undo_redo.add_undo_property(Global.current_project, "animation_tags", Global.current_project.animation_tags) Global.current_project.undo_redo.commit_action() func _on_FrameTagButton_pressed() -> void: Global.tag_dialog.popup_centered() func _on_OnionSkinning_pressed() -> void: Global.onion_skinning = !Global.onion_skinning Global.canvas.update() var texture_button : TextureRect = Global.onion_skinning_button.get_child(0) if Global.onion_skinning: Global.change_button_texturerect(texture_button, "onion_skinning.png") else: Global.change_button_texturerect(texture_button, "onion_skinning_off.png") func _on_OnionSkinningSettings_pressed() -> void: $OnionSkinningSettings.popup(Rect2(Global.onion_skinning_button.rect_global_position.x - $OnionSkinningSettings.rect_size.x - 16, Global.onion_skinning_button.rect_global_position.y - 106, 136, 126)) func _on_LoopAnim_pressed() -> void: var texture_button : TextureRect = Global.loop_animation_button.get_child(0) match animation_loop: 0: # Make it loop animation_loop = 1 Global.change_button_texturerect(texture_button, "loop.png") Global.loop_animation_button.hint_tooltip = "Cycle loop" 1: # Make it ping-pong animation_loop = 2 Global.change_button_texturerect(texture_button, "loop_pingpong.png") Global.loop_animation_button.hint_tooltip = "Ping-pong loop" 2: # Make it stop animation_loop = 0 Global.change_button_texturerect(texture_button, "loop_none.png") Global.loop_animation_button.hint_tooltip = "No loop" func _on_PlayForward_toggled(button_pressed : bool) -> void: if button_pressed: Global.change_button_texturerect(Global.play_forward.get_child(0), "pause.png") else: Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png") play_animation(button_pressed, true) func _on_PlayBackwards_toggled(button_pressed : bool) -> void: if button_pressed: Global.change_button_texturerect(Global.play_backwards.get_child(0), "pause.png") else: Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png") play_animation(button_pressed, false) func _on_AnimationTimer_timeout() -> void: if first_frame == last_frame: $AnimationTimer.stop() return if animation_forward: if Global.current_project.current_frame < last_frame: Global.current_project.current_frame += 1 else: match animation_loop: 0: # No loop Global.play_forward.pressed = false Global.play_backwards.pressed = false Global.animation_timer.stop() 1: # Cycle loop Global.current_project.current_frame = first_frame 2: # Ping pong loop animation_forward = false _on_AnimationTimer_timeout() else: if Global.current_project.current_frame > first_frame: Global.current_project.current_frame -= 1 else: match animation_loop: 0: # No loop Global.play_backwards.pressed = false Global.play_forward.pressed = false Global.animation_timer.stop() 1: # Cycle loop Global.current_project.current_frame = last_frame 2: # Ping pong loop animation_forward = true _on_AnimationTimer_timeout() func play_animation(play : bool, forward_dir : bool) -> void: first_frame = 0 last_frame = Global.current_project.frames.size() - 1 if Global.play_only_tags: for tag in Global.current_project.animation_tags: if Global.current_project.current_frame + 1 >= tag.from && Global.current_project.current_frame + 1 <= tag.to: first_frame = tag.from - 1 last_frame = min(Global.current_project.frames.size() - 1, tag.to - 1) if first_frame == last_frame: if forward_dir: Global.play_forward.pressed = false else: Global.play_backwards.pressed = false return if forward_dir: Global.play_backwards.disconnect("toggled", self, "_on_PlayBackwards_toggled") Global.play_backwards.pressed = false Global.change_button_texturerect(Global.play_backwards.get_child(0), "play_backwards.png") Global.play_backwards.connect("toggled", self, "_on_PlayBackwards_toggled") else: Global.play_forward.disconnect("toggled", self, "_on_PlayForward_toggled") Global.play_forward.pressed = false Global.change_button_texturerect(Global.play_forward.get_child(0), "play.png") Global.play_forward.connect("toggled", self, "_on_PlayForward_toggled") if play: Global.animation_timer.wait_time = 1 / fps Global.animation_timer.start() animation_forward = forward_dir else: Global.animation_timer.stop() func _on_NextFrame_pressed() -> void: if Global.current_project.current_frame < Global.current_project.frames.size() - 1: Global.current_project.current_frame += 1 func _on_PreviousFrame_pressed() -> void: if Global.current_project.current_frame > 0: Global.current_project.current_frame -= 1 func _on_LastFrame_pressed() -> void: Global.current_project.current_frame = Global.current_project.frames.size() - 1 func _on_FirstFrame_pressed() -> void: Global.current_project.current_frame = 0 func _on_FPSValue_value_changed(value : float) -> void: fps = float(value) Global.animation_timer.wait_time = 1 / fps func _on_PastOnionSkinning_value_changed(value : float) -> void: Global.onion_skinning_past_rate = int(value) Global.canvas.update() func _on_FutureOnionSkinning_value_changed(value : float) -> void: Global.onion_skinning_future_rate = int(value) Global.canvas.update() func _on_BlueRedMode_toggled(button_pressed : bool) -> void: Global.onion_skinning_blue_red = button_pressed Global.canvas.update() # Layer buttons func add_layer(is_new := true) -> void: var new_layers : Array = Global.current_project.layers.duplicate() var l := Layer.new() if !is_new: # Clone layer l.name = Global.current_project.layers[Global.current_project.current_layer].name + " (" + tr("copy") + ")" new_layers.append(l) Global.current_project.undos += 1 Global.current_project.undo_redo.create_action("Add Layer") for f in Global.current_project.frames: var new_layer := Image.new() if is_new: new_layer.create(Global.canvas.size.x, Global.canvas.size.y, false, Image.FORMAT_RGBA8) else: # Clone layer new_layer.copy_from(f.cels[Global.current_project.current_layer].image) new_layer.lock() var new_cels : Array = f.cels.duplicate() new_cels.append(Cel.new(new_layer, 1)) Global.current_project.undo_redo.add_do_property(f, "cels", new_cels) Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels) Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer + 1) Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer) Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers) Global.current_project.undo_redo.add_undo_method(Global, "undo") Global.current_project.undo_redo.add_do_method(Global, "redo") Global.current_project.undo_redo.commit_action() func _on_RemoveLayer_pressed() -> void: var new_layers : Array = Global.current_project.layers.duplicate() new_layers.remove(Global.current_project.current_layer) Global.current_project.undos += 1 Global.current_project.undo_redo.create_action("Remove Layer") if Global.current_project.current_layer > 0: Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer - 1) else: Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer) for f in Global.current_project.frames: var new_cels : Array = f.cels.duplicate() new_cels.remove(Global.current_project.current_layer) Global.current_project.undo_redo.add_do_property(f, "cels", new_cels) Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels) Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer) Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers) Global.current_project.undo_redo.add_do_method(Global, "redo") Global.current_project.undo_redo.add_undo_method(Global, "undo") Global.current_project.undo_redo.commit_action() func change_layer_order(rate : int) -> void: var change = Global.current_project.current_layer + rate var new_layers : Array = Global.current_project.layers.duplicate() var temp = new_layers[Global.current_project.current_layer] new_layers[Global.current_project.current_layer] = new_layers[change] new_layers[change] = temp Global.current_project.undo_redo.create_action("Change Layer Order") for f in Global.current_project.frames: var new_cels : Array = f.cels.duplicate() var temp_canvas = new_cels[Global.current_project.current_layer] new_cels[Global.current_project.current_layer] = new_cels[change] new_cels[change] = temp_canvas Global.current_project.undo_redo.add_do_property(f, "cels", new_cels) Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels) Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", change) Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer) Global.current_project.undo_redo.add_undo_method(Global, "undo") Global.current_project.undo_redo.add_do_method(Global, "redo") Global.current_project.undo_redo.commit_action() func _on_MergeDownLayer_pressed() -> void: var new_layers : Array = Global.current_project.layers.duplicate() # Loop through the array to create new classes for each element, so that they # won't be the same as the original array's classes. Needed for undo/redo to work properly. for i in new_layers.size(): var new_linked_cels = new_layers[i].linked_cels.duplicate() new_layers[i] = Layer.new(new_layers[i].name, new_layers[i].visible, new_layers[i].locked, new_layers[i].frame_container, new_layers[i].new_cels_linked, new_linked_cels) Global.current_project.undos += 1 Global.current_project.undo_redo.create_action("Merge Layer") for f in Global.current_project.frames: var new_cels : Array = f.cels.duplicate() for i in new_cels.size(): new_cels[i] = Cel.new(new_cels[i].image, new_cels[i].opacity) var selected_layer := Image.new() selected_layer.copy_from(new_cels[Global.current_project.current_layer].image) selected_layer.lock() if f.cels[Global.current_project.current_layer].opacity < 1: # If we have layer transparency for xx in selected_layer.get_size().x: for yy in selected_layer.get_size().y: var pixel_color : Color = selected_layer.get_pixel(xx, yy) var alpha : float = pixel_color.a * f.cels[Global.current_project.current_layer].opacity selected_layer.set_pixel(xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha)) var new_layer := Image.new() new_layer.copy_from(f.cels[Global.current_project.current_layer - 1].image) new_layer.lock() DrawingAlgos.blend_rect(new_layer, selected_layer, Rect2(Global.canvas.location, Global.canvas.size), Vector2.ZERO) new_cels.remove(Global.current_project.current_layer) if !selected_layer.is_invisible() and Global.current_project.layers[Global.current_project.current_layer - 1].linked_cels.size() > 1 and (f in Global.current_project.layers[Global.current_project.current_layer - 1].linked_cels): new_layers[Global.current_project.current_layer - 1].linked_cels.erase(f) new_cels[Global.current_project.current_layer - 1].image = new_layer else: Global.current_project.undo_redo.add_do_property(f.cels[Global.current_project.current_layer - 1].image, "data", new_layer.data) Global.current_project.undo_redo.add_undo_property(f.cels[Global.current_project.current_layer - 1].image, "data", f.cels[Global.current_project.current_layer - 1].image.data) Global.current_project.undo_redo.add_do_property(f, "cels", new_cels) Global.current_project.undo_redo.add_undo_property(f, "cels", f.cels) new_layers.remove(Global.current_project.current_layer) Global.current_project.undo_redo.add_do_property(Global.current_project, "current_layer", Global.current_project.current_layer - 1) Global.current_project.undo_redo.add_do_property(Global.current_project, "layers", new_layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "layers", Global.current_project.layers) Global.current_project.undo_redo.add_undo_property(Global.current_project, "current_layer", Global.current_project.current_layer) Global.current_project.undo_redo.add_undo_method(Global, "undo") Global.current_project.undo_redo.add_do_method(Global, "redo") Global.current_project.undo_redo.commit_action() func _on_OpacitySlider_value_changed(value) -> void: Global.current_project.frames[Global.current_project.current_frame].cels[Global.current_project.current_layer].opacity = value / 100 Global.layer_opacity_slider.value = value Global.layer_opacity_slider.value = value Global.layer_opacity_spinbox.value = value Global.canvas.update() func _on_OnionSkinningSettings_popup_hide() -> void: Global.can_draw = true